Steamworks Documentation
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Steam Next Fest: February 2027

Just return to the registration page for your game by inserting your base game's appID at the end of this URL https://partner.steamgames.com/optin/sale/nextfest_feb_2027/<appid> and deselect the checkbox at the very bottom of the page to remove your game from the festival. …

IGameInventory Interface

[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]appid of game[/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td]✔[/td][td]The Steam ID to fetch history for[/td][/tr] [tr][td][b]contextid[/b][/td][td]uint64[/td][td]✔[/td][td]The context to fetch history for[/td][/tr] [tr][td][b]starttime[/b][/td][td]uint32[/td][td]✔[/td][td]Start time of the history range to collect[/td][/tr] [tr][td][b]endtime[/b][/td][td]uint32[/td][td]✔[/td][td]End time of the history range to collect[/td][/tr] [/table] [b]NOTE:[/b] This call requires a publisher API key to use this method. …

Error Codes &amp;amp; Responses

. [*] Documentation is available on the [url=https://developer.valvesoftware.com/wiki/KeyValues]Valve Developer Community wiki[/url] and on the [url=https://wiki.teamfortress.com/wiki/WebAPI/VDF]Official Team Fortress 2 wiki[/url]. [*] Arrays in the data are represented as a VDF array with the name of the type of the objects in the array, with a VDF array being an object with each item being prefixed with its numeric key as a quoted string. [*] Null is represented as an empty string. [*] [b]Example[/b]: [code=nohighlight] "appnews" { "appid" "440" "newsitems" { "0" { "gid" "1904306376092568991" "title" "Prince of Prolander Event " "url" "http://store.steampowered.com/news/externalpost/tf2_blog/1904306376092568991" "is_external_url" "1" "author" "" "contents" "<a href=\"http://rgl.gg/default.aspx\"><img src=\"https://steamcdn-a.akamaihd.net/steam/news/29555/prince.png?…

Steam Deck and Steam Machine Compatibility Review

While your title may run great on Steam Deck and Steam Machine without any work from you, it's possible that the different operating system and different form factors may impact the experience. To this end, we've designed a system to show at a glance how games will play on Deck and Steam Machine, giving developers specific criteria to target, and making it easy for customers to find seamless, comfortable experiences. …

The compatibility review program is a service to help customers understand the type of experience they can expect to have with a game before launching it on Deck or Machine. To that end, we think it's critical that customers see, as quickly as possible, the data that reflects the current state of any game. Whenever there's new information, whether it's a new build or reports from internal QA or data from users, we're happy to retest to make sure customers continue to have the most accurate data as your game changes. …

Steam Cloud

. [*] Set [code-inline]testappcloudpaths 0[/code-inline] and [code-inline]set_spew_level 0 0[/code-inline] to end testing. You can restart the Steam client to get rid of the console tab. [/olist] Don't forget to disable developers-only mode and publish the changes when you're done testing. …

See also [api]ISteamRemoteStorage::BeginFileWriteBatch[/api] and [api]ISteamRemoteStorage::EndFileWriteBatch[/api] - these wrappers should be used to provide hints to Steam which will help it safely sync up to the Steam Cloud at the time when the user initiates a system suspend. …

Setting Up A Stream

. [*]Go to the “Options” tab and confirm the start and stop times of the event are correct. You can continue your stream for up to 24 hours past the end time of your event. [*]Save and publish your event. When you start streaming during the event, your stream will appear on your store page. …

ISteamLeaderboards Interface

[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]appid of game[/td][/tr] [tr][td][b]rangestart[/b][/td][td]int32[/td][td]✔[/td][td]range start or 0[/td][/tr] [tr][td][b]rangeend[/b][/td][td]int32[/td][td]✔[/td][td]range end or max LB entries[/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td][/td][td]SteamID used for friend & around user requests[/td][/tr] [tr][td][b]leaderboardid[/b][/td][td]int32[/td][td]✔[/td][td]ID of the leaderboard to view[/td][/tr] [tr][td][b]datarequest[/b][/td][td]string[/td][td]✔[/td][td]type of request: RequestGlobal, RequestAroundUser, RequestFriends[/td][/tr] [/table] [b]NOTE:[/b] This call requires a publisher API key to use this method. …

ISteamRemoteStorage Interface

[subsection=BeginFileWriteBatch]BeginFileWriteBatch[/subsection] [code=cpp]bool BeginFileWriteBatch( );[/code] Use this along with [apitype]ISteamRemoteStorage::EndFileWriteBatch[/apitype] to wrap a set of local file writes/deletes that should be considered part of one single state change. For example, if saving game progress requires updating both [code-inline]savegame1.dat[/code-inline] and [code-inline]maxprogress.dat[/code-inline], wrap those operations with calls to [code-inline]BeginFileWriteBatch[/code-inline] and [code-inline]EndFileWriteBatch[/code-inline]. …

[b]Returns:[/b] [apitype]steam_api::SteamAPICall_t[/apitype] to be used with a [apitype]ISteamRemoteStorage::RemoteStorageDeletePublishedFileResult_t[/apitype] call result. [subsection=EndFileWriteBatch]EndFileWriteBatch[/subsection] [code=cpp]bool EndFileWriteBatch( );[/code] Use this along with [apitype]ISteamRemoteStorage::BeginFileWriteBatch[/apitype] - see that documentation for more details. …

Sale Page Tools - Section Types

[/list] [subsection]How to Link a Sale Page[/subsection] Find the unique event ID at the end of the URL in the event editor. Example: For the URL the event ID is 1234. [code]https://steamcommunity.com/group/examplegroup/partnerevents/edit/1234[/code] Use this ID to link the sale page in the editor. …

ISteamNetworkingMessages Interface

You'll have to call [api]ISteamNetworkingMessages::ReceiveMessagesOnChannel[/api] with the same channel number in order to retrieve the data on the other end. Using different channels to talk to the same user will still use the same underlying connection, saving on resources. If you don't need this feature, use 0. …

ISteamApps Interface

[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]AppID of game[/td][/tr] [tr][td][b]starttime[/b][/td][td]uint32[/td][td][/td][td]Start time, set as a Unix timestamp[/td][/tr] [tr][td][b]endtime[/b][/td][td]uint32[/td][td][/td][td]End time, set as a Unix timestamp[/td][/tr] [tr][td][b]continue_token[/b][/td][td]string[/td][td][/td][td]Pagination token from the previous response. …

Uploading to Steam

[b]Note:[/b] If your game uses [b]Unreal Engine[/b], please see the notes specific to these pack files at the end of this section. SteamPipe initially splits each file into roughly one megabyte (MB) chunks. Each chunk is then compressed and encrypted before being upload to the Steam content-delivery system. …

Unlike post-release updates, preload updates are encrypted and are not immediately applied; they are stored on the player's system until the release. This means that multiple large updates can end up consuming a large amount of space on-disk. Please be thoughtful with the frequency and size of your updates during a preload. …

Microtransactions (In-Game Purchases)

[olist] [*]An account is Active by default. [*]Trusted accounts have a transaction over 90 days old without any chargebacks associated with the Steam account. It is important to note that a Trusted account may still be hijacked or ‘baked’ with a low value purchase to appear legitimate. …

Bundles

[/olist] [section]How store bundles work[/section] Steam Bundles work by applying a discount percentage (defined when creating the bundle) to all of the packages in the bundle not already in the account of the purchasing customer. The three scenarios illustrated below show what the customer ends up paying based on the titles they already have and what happens to the price when an item in the bundle is discounted. [docimg=DocumentationIllustration_01-02.png]DocumentationIllustration_01-02.png[/docimg] [section]Why Steam Bundles?…

Points Shop Items

. [*]Consider adding fades at the start and finish of the audio file to avoid any click or hard cut at the end of the startup video. [/list] [subsection]Preview Image Guidelines[/subsection] A 1920x1200px still image must be provided from your startup movie. …

UTM Analytics

Traffic through these widgets and subsequent conversions can then appear in your UTM reporting. For this to work, simply add your UTM parameters to the end of the URL in the iframe code. For example: [code]<iframe src="https://store.steampowered.com/widget/546560/?utm_source=mywebsite&utm_campaign=summer_sale&utm_medium=web" frameborder="0" width="646" height="190"></iframe>[/code] For more details, please see Store Page Widget documentation: [url="https://partner.steamgames.com/doc/marketing/widget"]https://partner.steamgames.com/doc/marketing/widget[/url] [section]Known Challenges[/section] [subsection]Tracked Visits[/subsection] Tracked Traffic reports the users that are signed in to Steam in some way, including the desktop client, desktop web browser, mobile app, or mobile web browser. …

Steam Keys

[/callout] You may ban keys to revoke access from users whose license has expired (for example, the end of a beta) or to revoke keys that have been stolen or purchased fraudulently. If you have a lot of keys to ban, you may want to break them up into groups of 10K per text file. …

ISteamMatchmaking Interface

The old request will be canceled if a new one is started. Depending on the users connection to the Steam back-end, this call can take from 300ms to 5 seconds to complete, and has a timeout of 20 seconds. [b]NOTE:[/b] To filter the results you MUST call the [code-inline]AddRequestLobbyList*[/code-inline] functions before calling this. …

So for the choose-a-character scenario, the user who is picking a character would send the binary message 'I want to be Zoe', the lobby owner would see that message, see if it was OK, and broadcast the appropriate result (user X is Zoe). These messages are sent via the Steam back-end, and so the bandwidth available is limited. For higher-volume traffic like voice or game data, you'll want to use the [doclink=features/multiplayer/networking]Steam Networking API[/doclink]. …

Stats and Achievements

This is to help ensure consistency and to avoid making it possible for a malicious game server to set anyone's stats at any time. Given the restriction, it is important not to wait until the end of a round to set stats. Set them continuously so you can store them as a user quits. Clients will get automatic updates when a game server changes their stats. …

Steam Deck FAQ

[/b] The dock will support up to 1 Gb/s Ethernet [section]Steam on Deck[/section] [b]So will this UI that's used on Deck end up replacing Big Picture? And, if it does, when will it happen?[/b] The plan is that it will replace the Big Picture UI. Our focus right now is really on getting the Steam Deck shipped. …

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